CEnvTracer::Activate
0x0066bd30 · 278 bytes · __thiscall
_ZN10CEnvTracer8ActivateEv
Decompiled
undefined (1 param)
/* CEnvTracer::Activate() */
void __thiscall CEnvTracer::Activate(CEnvTracer *this)
{
char *pcVar1;
int iVar2;
undefined1 *puVar3;
undefined1 local_14 [8];
CBaseEntity::Activate((CBaseEntity *)this);
pcVar1 = *(char **)(this + 0xf8);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (iVar2 != 0) {
*(undefined4 *)(this + 0x440) = *(undefined4 *)(iVar2 + 0x39c);
*(undefined4 *)(this + 0x444) = *(undefined4 *)(iVar2 + 0x3a0);
*(undefined4 *)(this + 0x448) = *(undefined4 *)(iVar2 + 0x3a4);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TracerThink);
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(this + 0x44c) + *(float *)(gpGlobals + 0xc),
(char *)0x0);
return;
}
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0xf8);
}
Msg("env_tracer: unknown entity \"%s\"\n",puVar3);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.